Difference between revisions of "No-Use Bonus"
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[[Category:Patterns]] | [[Category:Patterns]] | ||
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[[Category:Needs examples]] | [[Category:Needs examples]] | ||
[[Category:Needs references]] | [[Category:Needs references]] | ||
[[Category:Patterns created on the Wiki]] | [[Category:Patterns created on the Wiki]] | ||
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''The providing of bonuses to unselected actions to make them more like to be used in the future.'' | ''The providing of bonuses to unselected actions to make them more like to be used in the future.'' | ||
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=== Examples === | === Examples === | ||
− | [[Puerto Rico]] (and [[San Juan]]) have a [[No-Use Bonus]] through the placement of a coin on the actions not chosen during a turn. [[Agricola]] has a weak | + | [[Puerto Rico]] (and [[San Juan]]) have a [[No-Use Bonus]] through the placement of a coin on the actions not chosen during a turn. [[Agricola]] has a weak form of [[No-Use Bonus]] in that some of the possible actions produce resources every turn, so those not chosen one turn will have double or more the "normal" amount of resources. |
== Using the pattern == | == Using the pattern == | ||
+ | [[No-Use Bonus]] is a pattern that can help load balance the use of the actions made possible by [[Role Selection]] or, less commonly, shared systems using [[Budgeted Action Points]]. The main design choices when introducing it consists of what [[Resources|Resource]] to add, although [[Money]] may be the most natural unless the actions already have some other [[Resources]] associated with them. | ||
− | == | + | == Consequences == |
+ | [[No-Use Bonus]] introduces a way for [[Resources]] to be [[Renewable Resources]] in a game. It also rebalances the value of the possible options in systems of [[Budgeted Action Points]] and [[Role Selection]] each time it is applied, and this value change is independent of the rest of a game state. By doing so it modulates the possibilities of [[Predictable Consequences]] in a game - some choices may become easier to predict (e.g. an action that has received several [[No-Use Bonus|No-Use Bonuses]] is quite likely to be chosen) but other choices may be more difficult because players are introduced to new [[Trade-Offs]] between actions. | ||
− | + | [[No-Use Bonus]] introduces a slight amount of [[Excise]] in games each turn, and this is a communal [[Excise]]. | |
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== Relations == | == Relations == | ||
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=== Can Instantiate === | === Can Instantiate === | ||
− | + | [[Excise]], | |
− | + | [[Renewable Resources]], | |
+ | [[Trade-Offs]] | ||
=== Can Modulate === | === Can Modulate === | ||
+ | [[Budgeted Action Points]], | ||
+ | [[Predictable Consequences]], | ||
+ | [[Role Selection]] | ||
=== Can Be Instantiated By === | === Can Be Instantiated By === | ||
+ | [[Money]], | ||
+ | [[Resources]] | ||
=== Can Be Modulated By === | === Can Be Modulated By === | ||
+ | - | ||
=== Possible Closure Effects === | === Possible Closure Effects === | ||
+ | - | ||
=== Potentially Conflicting With === | === Potentially Conflicting With === | ||
+ | - | ||
== History == | == History == | ||
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New pattern created in this wiki. | New pattern created in this wiki. | ||
== References == | == References == | ||
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== Acknowledgements == | == Acknowledgements == | ||
+ | - |
Latest revision as of 11:15, 4 August 2011
The providing of bonuses to unselected actions to make them more like to be used in the future.
Some actions may be underused in games where players can choose between different actions. This may be because of specific races between players or that the game state currently makes some actions less valuable. To balance the use between all actions, those actions selected by no player during a turn may receive additional resources or bonuses as extra incentives for players to chose the actions next turn.
Contents
Examples
Puerto Rico (and San Juan) have a No-Use Bonus through the placement of a coin on the actions not chosen during a turn. Agricola has a weak form of No-Use Bonus in that some of the possible actions produce resources every turn, so those not chosen one turn will have double or more the "normal" amount of resources.
Using the pattern
No-Use Bonus is a pattern that can help load balance the use of the actions made possible by Role Selection or, less commonly, shared systems using Budgeted Action Points. The main design choices when introducing it consists of what Resource to add, although Money may be the most natural unless the actions already have some other Resources associated with them.
Consequences
No-Use Bonus introduces a way for Resources to be Renewable Resources in a game. It also rebalances the value of the possible options in systems of Budgeted Action Points and Role Selection each time it is applied, and this value change is independent of the rest of a game state. By doing so it modulates the possibilities of Predictable Consequences in a game - some choices may become easier to predict (e.g. an action that has received several No-Use Bonuses is quite likely to be chosen) but other choices may be more difficult because players are introduced to new Trade-Offs between actions.
No-Use Bonus introduces a slight amount of Excise in games each turn, and this is a communal Excise.
Relations
Can Instantiate
Excise, Renewable Resources, Trade-Offs
Can Modulate
Budgeted Action Points, Predictable Consequences, Role Selection
Can Be Instantiated By
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
New pattern created in this wiki.
References
-
Acknowledgements
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